using System;
using System.Collections.Generic;
using System.Linq;
using XNA = Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using XFG = Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

using SharpVG.Xna;

namespace SharpVG.Sample
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Demo : Microsoft.Xna.Framework.Game
    {
        XNA.GraphicsDeviceManager graphics;
        XFG.SpriteBatch spriteBatch;

        readonly VectorGraphicComponent vgc;

        public Demo()
        {
            graphics = new XNA.GraphicsDeviceManager( this );
            Content.RootDirectory = "Content";
            vgc = new VectorGraphicComponent(this);
            Components.Add(vgc);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new XFG.SpriteBatch( GraphicsDevice );

            // TODO: use this.Content to load your game content here
            VectorGraphic vg = (new VectorGraphicLoader()).Load(new Tiger());
            vgc.AddGraphic(vg);
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update( XNA.GameTime gameTime )
        {
            // Allows the game to exit
            if ( GamePad.GetState( XNA.PlayerIndex.One ).Buttons.Back == ButtonState.Pressed )
                this.Exit();

#if !(XBOX || XBOX360)
            if (Keyboard.GetState().IsKeyDown(Keys.Escape))
                this.Exit();
#endif
            // TODO: Add your update logic here

            base.Update( gameTime );
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw( XNA.GameTime gameTime )
        {
            GraphicsDevice.Clear( XFG.Color.CornflowerBlue );

            // TODO: Add your drawing code here

            base.Draw( gameTime );
        }
    }
}
